var status = -1;
var selectionLog = [];

function start() {
    action(1, 0, 0)
}

function action(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.curNodeEventEnd(true);
            cm.setInGameDirectionMode(true, false, false);
            cm.inGameDirectionEvent_MoveAction(1);
            cm.inGameDirectionEvent_AskAnswerTime(300)
        } else {
            if (status === a++) {
                cm.curNodeEventEnd(true);
                cm.inGameDirectionEvent_MoveAction(0);
                cm.sendNormalTalk("#b#h0##k！现在开始，我来简单说明一下箭神的技能。", 1, 1012100, false, true)
            } else {
                if (status === a++) {
                    cm.askMenu("我先来提一个问题。以下哪个技能是箭神的基本技能？\r\n\r\n#b#L0#远近效应#l\r\n#L1#灵魂助力#l\r\n#L2#斗气集中#l", 1, 1012100)
                } else {
                    if (status === a++) {
                        cm.sendNormalTalk("答对了！#b远近效应#k！看来你平时非常留意箭神啊！", 1, 1012100, false, true)
                    } else {
                        if (status === a++) {
                            cm.inGameDirectionEvent_头顶图片(["Effect/CharacterEff.img/advTutorial/skillUI/3200009"], [0, 130, -150, 0, 0, 0, 0, 0, 0]);
                            cm.inGameDirectionEvent_AskAnswerTime(2520)
                        } else {
                            if (status === a++) {
                                cm.sendNormalTalk("正如你看到的，#b远近效应#k在距离拉近时可以无视敌人的防御，拉远了，可以提升伤害。", 1, 1012100, false, true)
                            } else {
                                if (status === a++) {
                                    cm.sendNormalTalk("你比较难理解所谓的远近程度吗？那么……", 1, 1012100, true, true)
                                } else {
                                    if (status === a++) {
                                        cm.inGameDirectionEvent_MoveAction(2);
                                        cm.inGameDirectionEvent_AskAnswerTime(30)
                                    } else {
                                        if (status === a++) {
                                            cm.inGameDirectionEvent_MoveAction(0);
                                            cm.inGameDirectionEvent_头顶图片(["Effect/CharacterEff.img/advTutorial/box"], [0, 0, 0, 0, 0, 0, 0, 0, 0]);
                                            cm.inGameDirectionEvent_AskAnswerTime(3000)
                                        } else {
                                            if (status === a++) {
                                                cm.sendNormalTalk("在刚才显示的白色箱子里有敌人的情况下，敌人与#b#h0##k你的距离越近，你的无视防御率就越高……", 1, 1012100, false, true)
                                            } else {
                                                if (status === a++) {
                                                    cm.inGameDirectionEvent_头顶图片(["Effect/CharacterEff.img/advTutorial/box"], [0, 250, 0, 0, 0, 0, 0, 0, 0]);
                                                    cm.inGameDirectionEvent_AskAnswerTime(3000)
                                                } else {
                                                    if (status === a++) {
                                                        cm.sendNormalTalk("在刚才显示的白色箱子里有敌人的情况下，敌人与#b#h0##k你的距离越远，最终伤害也会随之增加。", 1, 1012100, false, true)
                                                    } else {
                                                        if (status === a++) {
                                                            cm.askYesNo("那么，箭神技能的学习就到此为止了。如果还有疑问或想重新学习的话，请点击“否”！\r\n#r(点击“是”，返回之前所在的地图。)#k", 1, 1012100)
                                                        } else {
                                                            if (status === a++) {
                                                                cm.inGameDirectionEvent_ForcedFlip15(700, 0, 0, 0, 0);
                                                                cm.setInGameDirectionMode(false, true, false);
                                                                cm.forceCompleteQuest(32227);
                                                                cm.dispose();
                                                                cm.warp(100000201, 0, false)
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
};